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<blockquote data-quote="jasper" data-source="post: 7298414" data-attributes="member: 277"><p>Tomb of Horrors Session on. You run where??????</p><p>Two additional changes if the pc dies in the dungeon the soul is trapped like the spell. And Passive perception etc is off/ not used. When was a player initiative I started a 10 count, if I finished I ruled the pc did nothing. </p><p>I made the two players who never played in or heard of the adventure sit near me and be the party caller. The group started off with 3 players so Les brought the knight he won from Hill Giant steading. Once they triggered the first trap I had everyone roll for initiative and kept going in that order for the rest of the game. This worked well when the party got spilt. Since Les is old school he used the knight as trap finder ouch. One player show up late but I had him just start at the correct hallway and go on his initiative. </p><p>The group has yet to get the correct sequence on room 5 and no one has mess with the devil face in 6. Sad dm. sigh. Some of them took damage (not enough) from room 7. The monk and sorcerer explored room 13 with the sorcerer opening chests with out asking so the monk hid in the secret entrance from 7 until all the monsters were dead. (this was the only xp by monster encounter). Les fighter explored room 11 and most of hallway 10 (step 10 feet and take notes). </p><p>The sorcerer split from the group just as they were getting together and check out room 14. He got zapped once by the magic mirror there. The group was finally reunited in room 14 just as the sorcerer dropped his magic ring into the slot. </p><p>Hallway 15 was a wet cake walk. Les used his bowl of water elemental command and had it open the three doors in that hallway. Forgot to mention the knight was killed by various traps and raised as undead. Also the necromancer and monk were naked until the group asked in the marvelous pigments could be use to create magic focus, clothing, and weapons which allowed. </p><p>The group were mad at the door on 16. Because just as the monk finished picking the fourth lock they all relocked. Out came the pigment. They tripped the trap.</p><p>The monk double move 110 feet forward! I asked twice if that what he wanted. Dead dead and Mr. A has a soul. The store called closing here. The fighter ran backup the hallway and escaped the trap. The sorcerer ran forward also then out 3 rolls failed and became dead dead. Another soul for Mr. A. The necromancer tried to teleport out of the dungeon. I did not allow that and will place in outside of door 16. And his zombie and other monsters made their checks and escaped. </p><p>So, this is adventurer full of traps. A case can be made to give experience for traps. The preventing of teleportation completely out of dungeon is a mean move but most of the table agreed it fit with the theme of the adventure. </p><p>My table may not make Friday due to lack of tier 3 pcs. I also need to get the items from the necro and monk and place those in 33. </p><p>My giggling at the correct moments in the game was just flavor and I am sticking with that excuse.</p><p></p><p>edit to add</p><p>Some things have spell effects but no level. I defaulted to 14 dice if possible due the adventure is 14.</p></blockquote><p></p>
[QUOTE="jasper, post: 7298414, member: 277"] Tomb of Horrors Session on. You run where?????? Two additional changes if the pc dies in the dungeon the soul is trapped like the spell. And Passive perception etc is off/ not used. When was a player initiative I started a 10 count, if I finished I ruled the pc did nothing. I made the two players who never played in or heard of the adventure sit near me and be the party caller. The group started off with 3 players so Les brought the knight he won from Hill Giant steading. Once they triggered the first trap I had everyone roll for initiative and kept going in that order for the rest of the game. This worked well when the party got spilt. Since Les is old school he used the knight as trap finder ouch. One player show up late but I had him just start at the correct hallway and go on his initiative. The group has yet to get the correct sequence on room 5 and no one has mess with the devil face in 6. Sad dm. sigh. Some of them took damage (not enough) from room 7. The monk and sorcerer explored room 13 with the sorcerer opening chests with out asking so the monk hid in the secret entrance from 7 until all the monsters were dead. (this was the only xp by monster encounter). Les fighter explored room 11 and most of hallway 10 (step 10 feet and take notes). The sorcerer split from the group just as they were getting together and check out room 14. He got zapped once by the magic mirror there. The group was finally reunited in room 14 just as the sorcerer dropped his magic ring into the slot. Hallway 15 was a wet cake walk. Les used his bowl of water elemental command and had it open the three doors in that hallway. Forgot to mention the knight was killed by various traps and raised as undead. Also the necromancer and monk were naked until the group asked in the marvelous pigments could be use to create magic focus, clothing, and weapons which allowed. The group were mad at the door on 16. Because just as the monk finished picking the fourth lock they all relocked. Out came the pigment. They tripped the trap. The monk double move 110 feet forward! I asked twice if that what he wanted. Dead dead and Mr. A has a soul. The store called closing here. The fighter ran backup the hallway and escaped the trap. The sorcerer ran forward also then out 3 rolls failed and became dead dead. Another soul for Mr. A. The necromancer tried to teleport out of the dungeon. I did not allow that and will place in outside of door 16. And his zombie and other monsters made their checks and escaped. So, this is adventurer full of traps. A case can be made to give experience for traps. The preventing of teleportation completely out of dungeon is a mean move but most of the table agreed it fit with the theme of the adventure. My table may not make Friday due to lack of tier 3 pcs. I also need to get the items from the necro and monk and place those in 33. My giggling at the correct moments in the game was just flavor and I am sticking with that excuse. edit to add Some things have spell effects but no level. I defaulted to 14 dice if possible due the adventure is 14. [/QUOTE]
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