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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Stoat" data-source="post: 5582389" data-attributes="member: 16786"><p><strong>Some Preliminaries</strong></p><p></p><p>I don't have any actual play experience with ToH on either side of the screen. I'm just reading the thing and pondering the riddles. And I'm not real good at riddles.</p><p></p><p>I started playing (irregularly) in 1987 or '88, and I started DM'ing (regularly) in 1989 when 2E launched. I'm not fully versed in all the ins and outs of 1E AD&D. So I welcome comments and/or opinions about any rules issues that come up.</p><p></p><p>I'm going to limit how much text I cut and paste into the thread from the adventure. If you think I've left out an important detail, let me know.</p><p></p><p>The module comes with a lot of little pictures that the DM is supposed to show the PC's. WotC has posted them here: <a href="http://www.wizards.com/default.asp?x=dnd/ag/20051031a" target="_blank">Tomb of Horrors Art Gallery</a>.</p><p></p><p>The module contains more than a few ambiguities. How the DM chooses to resolve those ambiguities can significantly alter the outcome of the adventure. I'll note them when I see them. </p><p></p><p>I've got two versions of the module. One came packaged with the <em>Return to the Tomb of Horrors</em> boxed set, which I purchased as a .pdf back when you could do that. The other is a hardcopy that I picked up at a con a few years ago. The covers are different (the electronic one has a pinkish cover, the hardcopy is green). I'll try to keep an eye out for any differences between the two.</p><p></p><p>The module is designed for character levels 10 to 14. There are 20 "pregen" characters in the back of the module, each with suggested magic items. Players are supposed to roll their own hit points and pick their own spells. Players can take any mundane equipment they want, but they can't overburden themselves. They can also bring 1,000 gp in coins and 5,000 gp in gems. It is suggested that the DM give the players some extra magic and/or an extra level of experience if they are inexperienced and/or few in number. "Total novices" can also bring a man-at-arms each (no stats or suggested level is given for the men-at-arms).</p><p></p><p>It looks like the module can be run with as few as 4 and as many as 10 PC's.</p></blockquote><p></p>
[QUOTE="Stoat, post: 5582389, member: 16786"] [b]Some Preliminaries[/b] I don't have any actual play experience with ToH on either side of the screen. I'm just reading the thing and pondering the riddles. And I'm not real good at riddles. I started playing (irregularly) in 1987 or '88, and I started DM'ing (regularly) in 1989 when 2E launched. I'm not fully versed in all the ins and outs of 1E AD&D. So I welcome comments and/or opinions about any rules issues that come up. I'm going to limit how much text I cut and paste into the thread from the adventure. If you think I've left out an important detail, let me know. The module comes with a lot of little pictures that the DM is supposed to show the PC's. WotC has posted them here: [url=http://www.wizards.com/default.asp?x=dnd/ag/20051031a]Tomb of Horrors Art Gallery[/url]. The module contains more than a few ambiguities. How the DM chooses to resolve those ambiguities can significantly alter the outcome of the adventure. I'll note them when I see them. I've got two versions of the module. One came packaged with the [i]Return to the Tomb of Horrors[/i] boxed set, which I purchased as a .pdf back when you could do that. The other is a hardcopy that I picked up at a con a few years ago. The covers are different (the electronic one has a pinkish cover, the hardcopy is green). I'll try to keep an eye out for any differences between the two. The module is designed for character levels 10 to 14. There are 20 "pregen" characters in the back of the module, each with suggested magic items. Players are supposed to roll their own hit points and pick their own spells. Players can take any mundane equipment they want, but they can't overburden themselves. They can also bring 1,000 gp in coins and 5,000 gp in gems. It is suggested that the DM give the players some extra magic and/or an extra level of experience if they are inexperienced and/or few in number. "Total novices" can also bring a man-at-arms each (no stats or suggested level is given for the men-at-arms). It looks like the module can be run with as few as 4 and as many as 10 PC's. [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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