Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Meta - Forums About Forums
Archive-threads
WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Stoat" data-source="post: 5582392" data-attributes="member: 16786"><p><strong>Initial Clues</strong></p><p></p><p>The module beings with the "Legend of the Tomb", a paragraph describing some legends about the place. Players can learn this stuff by consulting sages, casting <em>Legend Lore</em>, consulting arcane works, etc. etc. It appears to be up to the DM how much of this information the players can learn. </p><p></p><p>If they get it all they know:</p><p></p><p>1. The crypt is labyrinthine.</p><p></p><p>2. It is filled with terrible traps and not a few strange and ferocious monsters.</p><p></p><p>3. But it also "rich treasures both precious and magical". Yay!</p><p></p><p>4. The traps are "terrible". They include "poison gases and magical protections."</p><p></p><p>5. The tomb is haunted by a demi-lich named Acererak which possesses powers that make him nearly undefeatable.</p><p></p><p>6. It is quite unlikely that the adventurers will ever find the chamber where demi-lich dwells it it so well hidden that even those who avoid the pitfalls will not be likely to locate "their true goal."</p><p></p><p>7. Only large, well-prepared parties should assay the tomb. They should have magical protections and weapons. They should equip themselves with "every sort of device possible to insure their survival." They should be prepared to fail anyway.</p><p></p><p>IMO: These clues don't give the players much more info than they'd glean from looking at the cover of the module. What do you expect to find in a "Tomb of Horrors" except traps, monsters and treasure? Warnings about "poison gases" should encourage the clerics to prepare <em>Slow</em> and <em>Neutralize Poison</em>, if they didn't know to do that already. You know you're up against a Demi-Lich, so if it's after 1983 you can go and look him up on page 32 of the Monster Manual II (you dirty cheater you). You know the Demi-lich's name is Acererak, and there has to be some groovy truename magic somewhere you can try to use (maybe?). So there you go. It's good to know this stuff, but I don't know that it's worth the sacrifice required to cast <em>Legend Lore</em>.</p><p></p><p>There are no random encounters in the Tomb. The DM can choose to let the players rest outside without random encounters as well, but should not let the players know that's an option. (They'll figure it out).</p><p></p><p>Anybody poking around the Tomb in Astral or Ethereal form has a 1 in 6 chance of attracting a Type I - IV demon. For folks who played a lot of 1E, how rough will an encounter with a Type IV Demon be for a 10th to 14th level party? Is it worth going into the Border Ethereal for some quick scouting?</p></blockquote><p></p>
[QUOTE="Stoat, post: 5582392, member: 16786"] [b]Initial Clues[/b] The module beings with the "Legend of the Tomb", a paragraph describing some legends about the place. Players can learn this stuff by consulting sages, casting [i]Legend Lore[/i], consulting arcane works, etc. etc. It appears to be up to the DM how much of this information the players can learn. If they get it all they know: 1. The crypt is labyrinthine. 2. It is filled with terrible traps and not a few strange and ferocious monsters. 3. But it also "rich treasures both precious and magical". Yay! 4. The traps are "terrible". They include "poison gases and magical protections." 5. The tomb is haunted by a demi-lich named Acererak which possesses powers that make him nearly undefeatable. 6. It is quite unlikely that the adventurers will ever find the chamber where demi-lich dwells it it so well hidden that even those who avoid the pitfalls will not be likely to locate "their true goal." 7. Only large, well-prepared parties should assay the tomb. They should have magical protections and weapons. They should equip themselves with "every sort of device possible to insure their survival." They should be prepared to fail anyway. IMO: These clues don't give the players much more info than they'd glean from looking at the cover of the module. What do you expect to find in a "Tomb of Horrors" except traps, monsters and treasure? Warnings about "poison gases" should encourage the clerics to prepare [i]Slow[/i] and [i]Neutralize Poison[/i], if they didn't know to do that already. You know you're up against a Demi-Lich, so if it's after 1983 you can go and look him up on page 32 of the Monster Manual II (you dirty cheater you). You know the Demi-lich's name is Acererak, and there has to be some groovy truename magic somewhere you can try to use (maybe?). So there you go. It's good to know this stuff, but I don't know that it's worth the sacrifice required to cast [i]Legend Lore[/i]. There are no random encounters in the Tomb. The DM can choose to let the players rest outside without random encounters as well, but should not let the players know that's an option. (They'll figure it out). Anybody poking around the Tomb in Astral or Ethereal form has a 1 in 6 chance of attracting a Type I - IV demon. For folks who played a lot of 1E, how rough will an encounter with a Type IV Demon be for a 10th to 14th level party? Is it worth going into the Border Ethereal for some quick scouting? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Meta - Forums About Forums
Archive-threads
WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
Top