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Advice for running Tomb of Horrors with a twist (+)
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<blockquote data-quote="pemerton" data-source="post: 8855887" data-attributes="member: 42582"><p>From the area 3 description:</p><p></p><p style="margin-left: 20px"><strong>All pits</strong> (except where noted to the contrary) throughout the Tomb are 10' deep and concealed by a counter-weighted trap door which opens as soon as any person steps on it. Thrusting with force upon these traps with a pole will reveal them 4 in 6 (d6, 1-4). Those who step up a pit lid will have a base 100% chance of falling, modified downwards by 1$ per point of dexterity through 12, and 2% for each point above 12, i.e. dexterity of 13 = 14% chance of not falling into a pit, dexterity of 14= 16%, 15 = 18%, 17 = 22%, and 18 dexterity = 24% chance of not going in. At the bottom of each pit are 5 iron spikes coated with poison. Roll d6 to determine how many spikes wound the victim; 1, 2 and 3 meaning that number of spikes have wounded the victim, 4-6 equal NONE HAVE WOUNDED the character. Each spike causes 1-6 hit points of damage, and the victim must make a saving throw versus poison for each spike which wounds him or her. Any failure means the victim is killed by the poison.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8855887, member: 42582"] From the area 3 description: [indent][b]All pits[/b] (except where noted to the contrary) throughout the Tomb are 10' deep and concealed by a counter-weighted trap door which opens as soon as any person steps on it. Thrusting with force upon these traps with a pole will reveal them 4 in 6 (d6, 1-4). Those who step up a pit lid will have a base 100% chance of falling, modified downwards by 1$ per point of dexterity through 12, and 2% for each point above 12, i.e. dexterity of 13 = 14% chance of not falling into a pit, dexterity of 14= 16%, 15 = 18%, 17 = 22%, and 18 dexterity = 24% chance of not going in. At the bottom of each pit are 5 iron spikes coated with poison. Roll d6 to determine how many spikes wound the victim; 1, 2 and 3 meaning that number of spikes have wounded the victim, 4-6 equal NONE HAVE WOUNDED the character. Each spike causes 1-6 hit points of damage, and the victim must make a saving throw versus poison for each spike which wounds him or her. Any failure means the victim is killed by the poison.[/indent] [/QUOTE]
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