Raven Crowking
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I'm curious how all this character separation was handled in a tournament situation. In a home game, DMs could send a Player from the room and handle things secretly. But in a tournament environment . . . how?Stoat said:Pro Tip: You do not want to go to The Forsaken Prison
I'm curious how all this character separation was handled in a tournament situation. In a home game, DMs could send a Player from the room and handle things secretly. But in a tournament environment . . . how?
I think these are explainable as being differences in the earlier, pre-published version of the dungeon.Thanks for the link Gentlegamer. It's great to have an early first-hand account of the module.
Some little differences between the convention report and the module as published.
1. The mist in Area 5 is described is blue in the con report. As far as I can tell, the module does not give a color for the mist.
2. The ring from Area 13 is poisoned in the con report.
3. In the con report, there are two "super gargoyles" in Area 9.
The original incarnation of ToH was for OD&D, and the tournament was in 1975, before AD&D 'existed.' Also, the Gygax refereeing the adventure in the report was a son of Gary, most likely Ernie.I also note that Gygax won't let elves detect doors hidden behind plaster. The 1E DMG seems to indicate that such doors are simply "concealed", which doesn't feel right to me.
Shun green if you can, but night's good color
is for those of great valor.
I’ve heard people say this, too. But if that line is taken as a warning against the green face, how about the immediately following words, “night’s good color is for those of great valor”? Does this suggest brave explores should go into the black mouth, (carefully not touching the green face around it)?Stoat said:The general consensus seems to be that the Great Green Devil is what Acererak's riddle is warning you about when it says to "Shun green." As clues go, that seems a little opaque to me, but it is a clue.
Well, now, keep in mind how sometimes blind persistence is rewarded in this tomb. For instance, say the party properly activates the arch, (right beside the GGD), and someone goes through it properly. That first PC disappears with no clue or evidence for what happened to him. He could be destroyed forever, no save, and none of his compatriots would know it. But in order to proceed further into the tomb, the other PCs should follow the first through the arch.Stoat said:So I've heard stories about whole parties feeding themselves to the GGD, but I have a hard time believing it happened that often.