Dungeon Crawl Classics #13: Crypt of the Devil Lich (OGL) PDF

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An adventure for 15th-level characters.

An ancient prophecy sends the heroes into the crypt of the Devil Lich to destroy her before she can return to power. Once inside, they must face horrors that could only be dreamt of by a mad half-drow half-fiend lich!

This special tournament module was used for the First Annual Dungeon Crawl Classics Open Tournament in at Gen Indy 2004. The module includes the official tournament scoring system and pregenerated characters, as well as almost two dozen illustrated player handouts.

Features:

  • The most vicious dungeon crawl since Tomb of Horrors, created in homage to this classic with the goal of providing an even greater challenge
  • An adventure destined to be legend, created collaboratively by 10 talented dungeon designers
  • Color! The first DCC to feature color interior art
  • The same module enjoyed by 52 gamers in the First Annual Dungeon Crawl Classics Open Tournament at Gen Con Indy 2004
  • 25 keyed encounter areas, each one a unique challenge, with a whopping 22 illustrated player handouts
  • The longest DCC to date -- 96 pages of dungeon crawl action! Good for many, many sessions of home play
  • Highlights from the convention tournament, including 2 pages of color photos, the Erol Otus art of the convention winner, a Roster of Heroes recording all those who tried to best the Crypt at Gen Con '04, the tournament scoring rules and pregenerated characters, and more

Product Availability

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

GMG5012E


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Average product rating:

5.00/5 (based on 1 rating)

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An RPG Resource Review

5/5

This is a very high-level (and hence deadly) adventure that originally was run as a competition dungeon - the 'First Annual Dungeon Crawl Classics Open Tournament' - at GenCon Indy 2004, and comes complete with competition scoring notes and pre-generated characters, although you can of course use your own if they have reached the dizzying heights of 15th level. It is, of course, a dungeon crawl to end all dungeon crawls, designed to challenge players every inch of the way. The Publisher's Note at the beginning describes the glee with which it was created, with several developers contributing a few rooms to make the ultimate challenge.

The adventure is quite straightforward: the party has to penetrate the Devil-Lich's crypt to stop her regaining her power according to a prophecy. The action, as usual, starts at the entrance to the dungeon, but there are a few suggestions as to how the party got involved in the first place. The background provides details of how the Devil-Lich came to be as well as explaining what's really going on, which is somewhat different from what the party is led to believe...

On then to three levels of trap- and puzzle-filled dungeon designed to challenge and test the most mighty and cunning adventurers. There's a crazed vampire scrawling comments on the wall, heed them, they may help. And there are bits of a paladin's sword scattered throughout the place, apparently gathering them and putting it back together give a weapon capable of defeating the Demon-Lich.

The whole adventure is well-resourced: good clear descriptions, evocative 'read aloud' text (to the level I suggest using it verbatin rather than paraphrasing), and a spectacular array of handouts. Monster statblocks and the game mechanics relevant to traps are provided just where you need to refer to them. As a tournament, the three levels should be run separately, and the party starts each level at full strength; if you play straight through the characters will be at a disadvantage.

Groups which enjoy puzzle/trap dungeons and who look to slay everything they see and then loot them will have a blast with this. Some may even survive. Every trap can be evaded or defeated, the trick is figuring out how... sometimes a bit of help may be necessary to set the party on the right path. Progression through the complex is also rather reliant on making the right choices and again guidance might be advisable lest the game end prematurely with a baffled party unable to proceed. Should they reach the climax of the adventure, an epic and cinematic brawl with the Devil-Lich herself ensues. She can be defeated, but probably at the cost of a party life or two. Some examples of how she was defeated during the competition are given, but it's likely other parties will come up with their own resolution. Reward initiative and lateral thinking! It's a classic of its kind.





Has anyone done a conversion of this to Pathfinder?

Scarab Sages

I'm running it right now, and it doesn't seem to require much adjustment.

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