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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="grodog" data-source="post: 5589189" data-attributes="member: 1613"><p>Some general reactions to the ToH discussions to date:</p><p></p><ul> <li data-xf-list-type="ul">many folks seem to be approaching the ToH through the lens of physical exploration vs. using divination and scouting magics: <em>augury</em>, <em>find the path</em>, <em>locate object</em>, <em>divination</em>, <em>find traps</em>, <em>clairvoyance</em>, and <em>wizard eye</em> (among many others) would likely be assumed to be in full-force after at least one or two disastrous initial forays into the false entrances and the initial tomb corridor (assuming that they didn't result in TPKs, of course); demi-human trap/stone detections are also useful here, though probably less reliable</li> <li data-xf-list-type="ul">divination magics like those above, as well as the biggies like <em>legend lore</em>, <em>commune</em>, bardic lore, sage consultation, and such, should be <em>de rigueur</em> for high-level PCs planning to run around in some hideous deathtrap: how else did such PCs reach high levels in the first place, if they weren't consummate planners and diviners, exercising caution and learning as much about their adventuring environs before ever getting there, as well as while on site?</li> <li data-xf-list-type="ul">PC parties were much larger BITD---look at the number of pregens offered---and were assumed to include henchmen and hirelings, in addition to possible summon/conjured monsters (per Stuart's early observations); so, if two or three hirelings or lower-level PCs fall into pits with save or die poison spikes, then you regroup by dragging the bodies back out (to raise or animate as necessary, again following Stuart's lead), stock up on <em>neutralize poison</em> and <em>slow poison</em>, and then proceed more cautiously; larger parties were also more versatile, and more resilient (in the sense of bench depth---if you have 4 clerics in a 14 PC party, then if one gets <em>disintegrated</em>, it's not likely a major catastrophe....)</li> <li data-xf-list-type="ul">if the players and their PCs never learn from their mistakes---as with my pits example above---then no amount of diligence is going to allow them to succeed in the module; clever players who can learn from their errors, adapt quickly to rapidly changing conditions, and who may even plan ahead for various contingencies to insure a quick response to "10, 9, 8, etc." conditions, will be much more likely to survive and perhaps prosper in the tomb</li> </ul><p></p><p>Lastly, "The Tombs of Horrors" was an excellent blog that started at the end of last year, and then alas died, examining the module in detail (up through the first third or so IIRC). The blog posts are now gone from Google cache, and from the Internet Archive. Since some excellent insights were offered by the blogger, and I'm sure they'd be of interest to the thread, I'll see if I can find the files (which I saved) to repost them.</p></blockquote><p></p>
[QUOTE="grodog, post: 5589189, member: 1613"] Some general reactions to the ToH discussions to date: [LIST] [*]many folks seem to be approaching the ToH through the lens of physical exploration vs. using divination and scouting magics: [I]augury[/I], [I]find the path[/I], [I]locate object[/I], [I]divination[/I], [I]find traps[/I], [I]clairvoyance[/I], and [I]wizard eye[/I] (among many others) would likely be assumed to be in full-force after at least one or two disastrous initial forays into the false entrances and the initial tomb corridor (assuming that they didn't result in TPKs, of course); demi-human trap/stone detections are also useful here, though probably less reliable [*]divination magics like those above, as well as the biggies like [I]legend lore[/I], [I]commune[/I], bardic lore, sage consultation, and such, should be [I]de rigueur[/I] for high-level PCs planning to run around in some hideous deathtrap: how else did such PCs reach high levels in the first place, if they weren't consummate planners and diviners, exercising caution and learning as much about their adventuring environs before ever getting there, as well as while on site? [*]PC parties were much larger BITD---look at the number of pregens offered---and were assumed to include henchmen and hirelings, in addition to possible summon/conjured monsters (per Stuart's early observations); so, if two or three hirelings or lower-level PCs fall into pits with save or die poison spikes, then you regroup by dragging the bodies back out (to raise or animate as necessary, again following Stuart's lead), stock up on [I]neutralize poison[/I] and [I]slow poison[/I], and then proceed more cautiously; larger parties were also more versatile, and more resilient (in the sense of bench depth---if you have 4 clerics in a 14 PC party, then if one gets [I]disintegrated[/I], it's not likely a major catastrophe....) [*]if the players and their PCs never learn from their mistakes---as with my pits example above---then no amount of diligence is going to allow them to succeed in the module; clever players who can learn from their errors, adapt quickly to rapidly changing conditions, and who may even plan ahead for various contingencies to insure a quick response to "10, 9, 8, etc." conditions, will be much more likely to survive and perhaps prosper in the tomb [/LIST] Lastly, "The Tombs of Horrors" was an excellent blog that started at the end of last year, and then alas died, examining the module in detail (up through the first third or so IIRC). The blog posts are now gone from Google cache, and from the Internet Archive. Since some excellent insights were offered by the blogger, and I'm sure they'd be of interest to the thread, I'll see if I can find the files (which I saved) to repost them. [/QUOTE]
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