DCC #35A & #35B

A forum for discussing the many DCC modules published under third edition rules, EXCEPT for Castle Whiterock, which has its own forum.

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JediOre
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DCC #35A & #35B

Post by JediOre »

I've been meaning to post this for a while.

I didn't ask for DCC #35 for the world. I don't use worlds at all.

I asked for this for Christmas or my birthday. I wanted the modules that accompanied this large box.

They are both gems and I think worth the price.

#35A is a great 0-level module. The fey encounter is so wonderful, even if the rest of this adventure fell flat (and it doesn't) it would be worth keeping that one encounter for use later. I doubt I'll every DM this module for 0-level characters, but the challages work great for a party of two or three 1st level characters. Perfect for a one-player party.

#35B is the trap minded DM's dream! If you have a group that enjoys disarming traps or overcoming said hazards by the use of the "little grey cells" this is a great adventure. I won't be running Ragnar1965 through this well crafted module by himself. His characters would die like flys because traps and puzzles aren't his strong suit.

Anyway, credit is due again to Harley Stroh for putting together fun adventures that are always fresh.
Harley Stroh
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Post by Harley Stroh »

Thanks for the kind words, Jedi. :) It means a lot to me that you like the adventures --- discerning eye and all that.

//H
The lucky guy who got to write some Dungeon Crawl Classics.

DCC Resource thread: character sheets, judge tools, and the world's fastest 0-level party creator.
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