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    Planning to run Age of Worms AP - Anything I should know about before I start?

    The first two adventures in the path are great. Those are the only ones I'm familiar with. Consensus seems to be that it gets into one combat per day territory at the Spire of Long Shadows adventure. The swarm in the first adventure shouldn't be deadly as they can be hurt by torches. More...
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    Fair enough. I agree with the majority of the quote you posted, but I can see how such descriptions would give the wrong impression of the module. The "Acererak follows a pattern and sticks to it, so that with care you really don't have to guess after you successfully enter the tomb." line is...
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    Yeah a lot of it is trial and error. That's the key. Find ways to try things without getting yourself killed.
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    A lot of posters are claiming that this is a "bomb squad" module and not a "thinking person's" module. I don't see these things as mutually exclusive and it seems that Gygax didn't either. I would say that most of the bomb squad elements are what makes this a thinking person's module. I feel...
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    I've only found one left to take here. It is a mistake in the module. Oh well.
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    I'd say it's more a difference of opinion rather than "ample evidence". It's clear that Gygax considered smart play to involve lots of caution, poking everything, and divination spells. It's not 100% perfect, but I think the issues can easily be fixed with a prior readthrough and without any...
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    No. But I would be interested in your thoughts on how this should part should have been done.
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    Low-level Adventure Path

    T1, B1, and B2 are usually considered the classic 1st level adventures. They're for 1e and Basic, but they're compatible with 2e. Any other 1e/2e/Basic 1st level adventure out there is going to be similar to those anyway.
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    No way except by poking and using the same bomb squad tactics that have got you them this far. It's the spirit of the module. I'm not sure what the problem is. Do you want Acererak to spell out exactly what to do? The poem is pretty close as it is.
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    This is something that bothers me about the Tomb. It seems like the Tomb should have been a lower level dungeon so that it challenges the players rather than their divination spells. It's high level so that it might attract "experienced" players. Bleh. On the plus side, if you think your...
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    Useless? Hardly. Both of those clues point you toward the statues which hide the secret door. A player that read the clue and/or detected magic on the statues wouldn't be stumped. The only part of this criticism that's valid is that these statues radiate magic and evil despite being associated...
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    I doubt any party that got this far would be fooled by the fake treasure room. The genie is sort of interesting, but I'd guess a lot of parties would poke and prod at the urn before opening it. In this case caution is to your detriment. Missing out on the wishes sucks, but a single genie isn't...
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    This is one of the few traps in the module that I don't like. I don't see anyway to know which end of the sceptor to use, and the penatly for doing it wrong is really harsh. The second key is also strange. The antipathy effect is there for flavor, but you need the key later on. If everyone...
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    According to the module, the demilich doesn't activate unless you touch it. It's not designed to be run as a combat, it's designed to be a trap. Touch the skull and die, otherwise you're fine.
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    I don't think any version explicitly states how long it's been there, but the 2e Return to the Tomb of Horrors adventure has Acererak's soul harvester almost full, so it's gotten a lot of adventurers by that point.
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    What are the new 'Classics'?

    I like the second advenutre, The Three Faces of Evil, a lot. It's basically 3 seperate smaller dungeons each of which has its own quirk. I haven't seen the other adventures in the path, but none of them are written by the authors that did the first two.
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    I've never played in a con, but you'd be forced to use the PreGens. In a home game, you'd probably use your own character.
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    The module mentions at the beginning that there are demons that periodically reset the dungeon. While not stated, I think it's implied that the PCs are not the first group to the tomb. But it's irrellevant as the demons will reset everything. Actually I think they even reset the treasure. Could...
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    Of the entire module, this is the part that I dislike the most. If you miss the secret door in the floor you're dead. This is one of the main reasons I was asking about secret door detection odds upthread. If they're anything less than 100%, you could die here on a failed roll. That is...
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    Favorite vs. Best Adventure Modules

    Bullgrit, you mentioned in the Tomb of Horrors thread, that Temple of Elemental Evil is one of your favorites. I'm going to guess that you'll say that it's badly designed. I have never heard of anyone ever finishing it. I second The Whispering Cairn as a great adventure. It's hard to come up...
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