It will be a doozy, too. 5th anniversary. Bring your lucky dice.
![Twisted Evil :twisted:](./images/smilies/icon_twisted.gif)
![Twisted Evil :twisted:](./images/smilies/icon_twisted.gif)
![Twisted Evil :twisted:](./images/smilies/icon_twisted.gif)
//H
Moderators: DJ LaBoss, finarvyn, Harley Stroh
Heh.Yeah, no more big fat die!! **picket**
Never happen.everyone bring your laptops!
I love laptop GMing, but I definitely wouldn't want the see the entire live game go digital. You could even go with one readable regular d20 that everyone used would be better than the big unrollable die.Jengenritz wrote:I can't even sell most of the Judges on the merits of laptop GM-ing (of which I am a huge fan).
Jeff - I couldn't have said it better. Those Grimtooth's Traps and other ultra-nasty encounters often seem out of place in a traditional dungeon or adventure... but they really shine as the focus of a particular challenge/room/encounter in Xcrawl.N'Haaz-aua wrote: On a very basic level (it goes very deep), it gives a platform for all the Grimtooths traps you ever wanted to throw at the players and monster combos that cant exist in "nature".
Yeah...sorry about the threadjacking. I just thought that I'd post here, as some of the DCC teams might be interested in giving XCrawl a try as well. I was curious if any others might be giving it a shot next year at GenCon. After this post, I'll go back to strictly DCC tournament stuff and conversations about Adrian Pommier and Chris Doyle having pies (while discussing how to kill more players).N'Haaz-aua wrote: But theres a forum for xcrawl over thataway...
Anyway, I'm saving your post and showing it to my group.superfan wrote: I didn't see the sour faces that I got after sending them up against the ice cliff from "Dragon Kings". They don't like deadly DCC tourney modules! But they love Xcrawl. Each room is it's own challenge, and they can be as goofy as they can get. You get prizes for "winning" each room. I love the "mojo" and the teamwork mentality.
Ha! After gaming with you Wednesday night at GenCon, I think you know the rules better than I do!superfan wrote: (I just hope it's not against Dan !)
Alright...one more comment, and THEN I'll stop threadjacking.N'Haaz-aua wrote:On a very basic level (it goes very deep), it gives a platform for all the Grimtooths traps you ever wanted to throw at the players and monster combos that cant exist in "nature".
Actually I was apologizing for *my* threadjacking.fathead wrote:Yeah...sorry about the threadjacking.
Yeah, I dunno. The Monk vampire in the first room of Devil Lich and the Ice cliff in Dragon Kings were pure poetry in my book. That's the kind of thing that groups talk about forever. I like my dungeons difficult and deadly and there is nothing like a save or die to build tension. I guess that's the Call of Cthulhu GM in me. I loves my tension.superfan wrote: I didn't see the sour faces that I got after sending them up against the ice cliff from "Dragon Kings". They don't like deadly DCC tourney modules!
If I make GenCon next year I'll have to see about this "X-Crawl" business, it does sound like a lot of fun and something I can get excited about.N'Haaz-aua wrote:I playtested the Xcrawl as well, and it was a blast. The two tourneys are apples and oranges, but I would highly recommend picking up one of the xcrawl scenarios and checking it out. Xcrawl has an awesome background and backstory, but the style of the crawls (dungeons) is unique and lends itself extremely well to tourneys, one shots, and campaigns. On a very basic level (it goes very deep), it gives a platform for all the Grimtooths traps you ever wanted to throw at the players and monster combos that cant exist in "nature". It also has an action point type system and specialized skills to work the crowd. Tolkien purists need not apply. But theres a forum for xcrawl over thataway...
/threadjack
Oh. In that case, I forgive you.N'Haaz-aua wrote:Actually I was apologizing for *my* threadjacking.fathead wrote:Yeah...sorry about the threadjacking.
Ha. Yeah, the beginning of Vault really set the tone...an awesome start to an adventure. That was one of my favorite parts to the Vault. Every year, the tournaments give us something to talk about (whether it was a difficult combat, the ambience, a cool plot, or a difficult puzzle). Often, the rooms that give us the most difficulty manage to make it into our "favorites" list as well. Funny how that works...N'Haaz-aua wrote:Yeah, I dunno. The Monk vampire in the first room of Devil Lich and the Ice cliff in Dragon Kings were pure poetry in my book. That's the kind of thing that groups talk about forever. I like my dungeons difficult and deadly and there is nothing like a save or die to build tension. I guess that's the Call of Cthulhu GM in me. I loves my tension.superfan wrote: I didn't see the sour faces that I got after sending them up against the ice cliff from "Dragon Kings". They don't like deadly DCC tourney modules!
Yeah, we had discussed doing the lure technique and everyone had retreated except for a lone party member that stayed by the door. He opted to slam the door shut on it instead of letting it enter the room for us to kill. When we reopened the door it was gone, up the wall above the door!jfrenia wrote:We lured it back into the spore room and pelted it with rocks from outside.
Yeah, I forgot we used stones and torches from a range. Took a long time, but saved us some damage. We did not get to use the ale since we had to use it to save a couple of party members from the spores.SgtPepper76 wrote:After our party defeated the sentry outside, a search of his lookout post enabled us to find some dwarven ale (?) I forget exactly what it was but it was alcoholic (good) and flammable (even better). We doused the ooze with the liquid and went to town on it with torches. (we figured the torches were included in the starting party inventory for something!)
Yeah this is the point where the dice really started cooperating with you guys... up till that point I was starting to feel like the dice gods had completely abandoned you!Damien the Bloodfeaster wrote:WRT the alchemost (ooze critter), our initial plan was to lure it out into the entry chamber, then circle around and get past it, locking it behind us.
However, we ended up just luring it out of its lair, then hitting it from both sides; I think it did hit us once or twice before we dropped it.
In retrospect, there's something else I think would have been an even better strategy for dealing with it. Ah, 20/20 hindsight!